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Enthusiast Gaming $EGLX.ca – Are #Esports: the future of sport? $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:57 AM on Monday, October 7th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

Are eSports: the future of sport?

  • With permanent eSports team franchises being set up across the GCC; talk of eSports being included in the 2024 Olympic Games; and revenue expected to top US $1.5 billion per year by 2020,
  • Playing video games has the potential to change the sporting landscape as we know it.

By: Peter Iantorno

The year is 1972. David Bowie is blowing impressionable teenage minds the world over with his gender-bending alter ego Ziggy Stardust; U.S. swimmer Mark Spitz is smashing world records in the pool at the Munich Olympic Games; and, on the evening of October 19, in Stanford University’s Artificial Intelligence Laboratory, two dozen of the university’s geekiest students are gathered round the lab’s only PDP-10 computer to take part in the world’s first ever computer gaming tournament. The tournament pits players against each other in an arena-style game called Spacewar! where competitors play as ships with the aim of torpedoing their enemies. The night is long and booze-fuelled, but eventually the winners are decided, as Slim Tovar and Robert E. Maas win the team tournament, and Bruce Baumgart comes out on top in the free-for-all competition, bagging the coveted first prize of a year’s subscription to Rolling Stone magazine.

Fast-forward 45 years, and the gaming tournaments of today fill arenas with thousands of spectators and generate millions of dollars-worth of sponsorship revenue – a world away from the late night basement-dwelling events of the past. No longer are gamers sneered at and written off as immature man-children living in their parents’ basement, unable to get a girlfriend and with worse employment prospects than a criminal in a kindergarten. Nowadays, pro gamers are hot property, with professional teams (including real-world football clubs such as Paris Saint-Germain, Manchester City and Glasgow Celtic) signing-up some of the world’s top players on big-money contracts offering annual salaries, performance-based bonuses, travel expenses and even health insurance.

“Back in the day, you couldn’t depend on eSports as a way of making a living, but nowadays it has improved in the way that some clubs or sponsors offer you a fixed salary,” says pro gamer Sayed Hashem, better known by his gaming handle, Tekken Master. “It’s great to have a salary to fall back on when you don’t win enough money from tournaments. There are also other ways of making a living out of pro gaming, and once you have reached a certain level, you can get stream revenue and get hired to do public appearances. For now, it is enough to pay the bills.”

Hailing from Bahrain, 22-year-old Hashem joined local team Nasr eSports in early 2017, and already he has built up a reputation as one of the region’s – and the world’s – fiercest online competitors. He has a list of honours as long as your arm – (a two-time Mortal Kombat X Middle East Champion, twice runner up in the Mortal Kombat X International Cup, the first Arab to reach the EVO Championship Series Grand Finals, and currently one of the top eight Injustice 2 players in the world) – but success doesn’t come easily for him. “I train every day so I can perform well during tournaments,” he tells Esquire. “It’s hard for me to find high-level practice partners in the region, so I get my brothers to learn specific tactics and mimic my upcoming opponents, so I can develop new strategies.”

Fellow Nasr eSports team member Adel ‘Big Bird’ Annouche is also making a splash on the international scene. A two-time Middle East Street Fighter Champion, he is currently third on the European leaderboard in this year’s Capcom Pro Tour and ranks in the top 32 Street Fighter players in the world. This December he takes part in the Capcom Pro Tour Finals in California, which has a first prize of US $120,000 (AED440,000) and a total prize pool of  US $250,000 (AED918,000). “I’m going to train hard for this event,” Annouche says of his most important competition to date. “Hopefully, I end up doing well, because winning there could open up lots of opportunities not only for my eSports career, but for the club as well.”

The business of eSports 

With prizes topping AED360,000 for a single tournament, it’s easy to see how a career in eSports could be a lucrative one. But it’s not just the players getting rich off eSports: according to leading market researcher Newzoo, the industry generated a whopping AED1.8 billion in 2016 – a 51 per cent increase on 2015’s AED1.2 billion, which itself was a 67 per cent increase on the previous year. The research predicted that by the end of 2017 the industry will have an annual revenue just shy of AED2.5 billion, and by 2020 yearly revenues will jump to around AED5.5 billion, with eSports reaching a total audience of 589 million – almost double the population of the U.S.

But where is all the money coming from? Sponsorship and advertising certainly plays a major role. The biggest backers so far have been technology companies including Microsoft, Samsung and Intel, however increasingly consumer brands are investing in eSports, with the likes of McDonald’s, Coca-Cola and Nike all contributing to an estimated advertising and sponsorship revenue of AED1.5 billion in 2017 alone. The rest of the income is derived from investment from game publishers (AED426 million this year), media rights (AED350 million) and ticket and merchandise sales (AED235 million), respectively.

“We have worked with Coca-Cola, Red Bull, Nestle, Unilever and P&G brands, among many others that are clear examples of mass brands looking to connect with new audiences through relevant messaging,” says John Paul Lacey, managing director of Power League Gaming, which organises eSports leagues and tournaments throughout the Middle East with prizes often topping AED100,000. “It’s not just tech brands and manufacturers of accessories that support eSports… Those that understand gaming better and see the opportunities eSports audiences can offer quickly realise the demographics are not just teenagers, they are broader and diversifying more.”

And while this level of financial growth is impressive by anyone’s standards, it’s only the start for a sport that, according to Newzoo CEO Peter Warman, could potentially become “one of the top five sports in the world” within the next five years. “In terms of revenue it is still dwarfed by other sports,” Warman told the BBC earlier this year. “But considering an audience of around 160 million is watching eSports frequently, and another 160 million watch big championship games, it already compares to medium-tier sports.”

In a move that is likely to speed up that growth significantly, one of the industry’s biggest players, Riot Games – owner of the incredibly popular League of Legends game and leagues – announced in June this year that, starting in 2018, it will operate a new franchise model for its North American League Championship Series, which will see a permanent lineup of teams who each pay an annual AED36 million fee for guaranteed entrance to the league.

It’s a move that has the potential to revolutionise the way eSports is run, and opens the door for sponsors to make much more lucrative long-term investments, safe in the knowledge that the team they back won’t be relegated from the league after a season of performing badly. “It’s harder to make long-term investments as a brand if you don’t know if the team is going to exist,” said Jarred Kennedy, who co-heads Riot eSports, at the time of the announcement. “The changes are going to make it much more palatable and approachable for brands to come in and invest.” As part of the franchise system, Riot also announced a minimum annual salary of AED275,000 for individual players in the league.

Game over? 

While it may seem to be a step forward for eSports, Riot’s franchise model hasn’t been met with universal praise. Power League Gaming’s John Paul Lacey is not convinced. “I don’t like the franchising model,” he tells Esquire. “If the leagues are setting buyin requirements at prohibitive rates then perhaps in future only the super elite teams will be able to afford those rates anywhere… This will reduce the level of competition between upcoming teams and you run the risk of turning eSports into a further extension of the publishers marketing inventory, instead of a genuine sport from the grassroots upwards. Teams would no longer gain entry to competitions based on player ability, but based on their Instagram following and the number of videos they can put out per day.”

And Lacey isn’t alone in his doubts. Following Riot’s franchise announcement and subsequent minimum salary requirement for players, Paris Saint-Germain eSports pulled its team out of the popular League of Legends tournaments, stating that they had “numerous uncertainties” about the future economic model, “partly because of the strong inflation of pro-gamers salaries”.

While nobody can argue with the impressive growth eSports has achieved over the past few years, that fact that there is suddenly so much money at stake means insider squabbles are inevitable – and for an industry still in its infancy and still struggling against the long-held negative public opinion of gamers, this could be extremely damaging.

“Unfortunately some gaming communities are more toxic than others,” says Anas AlHaki, cofounder and brand manager of UAE-based team Yalla eSports. “The way to grow eSports is to work together. Teams should only be enemies on the battlefield or in the arena during an official match. We have to support each other to help build the scene together. The scene only grows if we all grow,” he adds. Along with cofounder Klaus Kajetski, AlHaki built Yalla to be one of the most inclusive eSports teams in the Middle East, with more than 20 players representing 12 different nationalities playing for them.

And it’s not just financial infighting that threatens to bring eSports to its knees. Just as allegations of doping are rife in traditional sports from athletics to football, eSports has its own struggles with players taking performance-enhancing drugs such as Adderall – a prescription medicine containing amphetamine and dextroamphetamine. Used to treat attention deficit hyperactivity disorder (ADHD), Adderall helps shorten reaction times and enhance focus – two rather useful traits in the world of eSports. “There will always be people willing to cheat to try and gain advantage,” says Rory MacFadyen, who previously worked at EA and Nintendo in the UK and is now sports planning director for Middle East Gaming, which ran a FIFA and Overwatch tournament in Dubai earlier this year with AED35,000-worth of prizes. “It’s something tournament organisers, game developers and other teams need to be aware of and govern.” Yalla eSports’ AlHaki adds: “This is still very new. Luckily it has already been recognised and methods to fight this [such as drug testing, which has now been implemented at many major events] have been found.”

Going for gold

In all likelihood, financial wrangling and a tiny minority of cheats will prove irrelevant to the long-term success of eSports. The real deciding factor could end up being the level of recognition from outside of the industry. Will eSports ever be considered as a ‘proper’ sport, rather than a lucrative pastime for teenage boys? To that end, this year the industry received its biggest boost yet, as it was announced that eSports will be an official medal sport at the 2022 Asian Games in China, which is the world’s second largest multi-sport event after the Olympics, with more than 10,000 athletes from 45 national delegations taking part in the most recent games three years ago in South Korea.

And breakthrough could be a sign of things to come. In August, co-president of the Paris Olympic bid committee Tony Estanguet confirmed that talks between the International Olympics Committee and eSports representatives are ongoing with a view to including eSports as an official medal sport when the Olympics comes to France in 2024. Soon eSports could be valued just as highly as any other sport, and with Olympic medals on offer, the prospect of governmentfunded eSports players becomes all the more real.

Source: https://www.esquireme.com/content/39772-esports-the-future-of-sport-ongoing

Enthusiast Gaming $EGLX.ca Closes Acquisition of Steel Media, a Leader in Mobile Gaming $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 8:58 AM on Monday, October 7th, 2019
  • Adds 20 Mobile Gaming Websites and 25 Live Mobile Events to Enthusiast Network
  • Announced that it has closed the acquisition of Steel Media Limited, a leading mobile gaming and live events company
  • Enthusiast Gaming is the largest gaming network in the U.S., and the acquisition of Steel Media adds 20 mobile gaming websites and 25 live mobile events worldwide to its media and events business

TORONTO, Oct. 07, 2019 — Enthusiast Gaming Holdings Inc. (TSXV: EGLX)(FSE: 2AV), (“Enthusiast Gaming” or the “Company”), is pleased to announce that it has closed the acquisition (the “Transaction”) of Steel Media Limited (“Steel Media”), a leading mobile gaming and live events company (previously announced in a press release dated September 18, 2019).

Enthusiast Gaming is the largest gaming network in the U.S., and the acquisition of Steel Media adds 20 mobile gaming websites and 25 live mobile events worldwide to its media and events business.  Enthusiast Gaming’s network now includes over 100 gaming related websites, 900 YouTube channels, 7 professional esports teams, over 50 social influences and almost 30 live events worldwide. The network reaches over 200 million gamers on a monthly basis.

Upon closing of the Transaction, the Company made a cash payment of US$1,968,536 (US$1,000,000 net of cash on hand) and issued 304,147 common shares in the capital of the Company (the “Common Shares”) for an aggregate value of US$500,000. At the option of the Company, US$1,000,000 of the up to US$1,500,000 balance of the purchase price (inclusive of the maximum earn-out payment) may be settled by way of issuing Common Shares at a deemed price per share equal to the 5 day VWAP. All Common Shares issued in connection with the Transaction are subject to a 12 month hold period from the date of issuance and approval of the TSX Venture Exchange.

About Enthusiast Gaming 

Enthusiast Gaming (TSX.V: EGLX)(FSE: 2AV) is one of the largest, vertically integrated, video game and esports company in the world. The Company’s business comprises three main pillars: Media, Events, Esports. Enthusiast Gaming’s digital media platform includes +100 gaming related websites and 900 YouTube channels which collectively reach 150 million visitors monthly. Enthusiast’s esports division, Luminosity Gaming, a leading global esports franchise consists of 7 professional esports teams under ownership and management, including the #1 ranked Overwatch team, the Vancouver Titans and over 50 gaming influencers with a total audience of 60 million followers. Collectively, the integrated ecosystem reaches over 200 million gaming enthusiasts on a monthly basis. Enthusiast Gaming’s event business, owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.com) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com. For more information on Luminosity Gaming, please visit luminosity.gg

CONTACT INFORMATION

Investor Relations:
Julia Becker
Head of Investor Relations & Marketing
Telephone: 604-785-0850
Email: [email protected]

Forward-Looking Information

Certain statements in this release are forward-looking statements.  Forward looking statements consist of statements that are not purely historical, including any statements regarding beliefs, plans, expectations or intentions regarding the future.  Such statements are subject to risks and uncertainties that may cause actual results, performance or developments to differ materially from those contained in the statements, including risks related to factors beyond the control of Enthusiast Gaming.  The risks include risks that are customary to transactions of this nature and customary to companies which have their stock traded on the TSXV.  No assurance can be given that any of the events anticipated by the forward-looking statements will occur or, if they do occur, what benefits Enthusiast Gaming will obtain from them. For instance, there can be no assurance that the acquisition will position the Company as a leader in the mobile gaming sector and that the acquisition will result in growth of the Company’s online and offline gaming community.

This press release does not constitute an offer to sell or solicitation of an offer to buy any of the securities in the United States.  The securities have not been and will not be registered under the United States Securities Act of 1933, as amended (the “U.S. Securities Act”) or any state securities laws and may not be offered or sold within the United States or to a U.S. Person unless registered under the U.S. Securities Act and applicable state securities laws or an exemption from such registration is available.

Neither TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

Enthusiast Gaming $EGLX.ca – Colleges are starting degrees in #Esports, with $36,000 programs $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:03 PM on Wednesday, October 2nd, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

Colleges are starting degrees in esports, with $36,000 programs

  • Global esports market is expected to surge to $1.1 billion this year, up $230 million from 2018 on growth in sponsorships, merchandise and ticket sales, according to Newzoo.
  • The research firm expects the global esports audience to grow in 2019 to about 454 million as fans tune in on livestreaming platforms such as Twitch and Microsoft’s Mixer.

On their first week in class, a group of students is playing a first-person shooter video game in a sleek new digital studio. It’s their introduction to the degree in esports they’ve enrolled in.

The group clicking away on their mice are at the University of Staffordshire, one of several U.K. and U.S. schools launching programs aimed at capitalizing on the booming industry’s need for skilled professionals. In the U.S., colleges including Virginia’s Shenandoah University, Becker College in Massachusetts and The Ohio State University have debuted esports degrees.

Ryan Chapman, 18, said his parents were “skeptical at first” about studying esports, or competitive multiplayer videogaming.

“But now they understand how big the industry is growing, the pace it’s growing at. They’re now really all for it because it’s a great industry to start to get into,” said Chapman, who was among the students in the lab playing Counter-Strike, one of the most popular esports games.

The University of Staffordshire last year launched its bachelor’s and master’s esports programs, in which students mainly learn marketing and management skills tailored to the industry. This autumn, it’s expanding the program to London while other schools are also debuting esports degree courses, including Britain’s Chichester University. In Asia, where esports has seen strong growth, schools in Singapore and China offer courses.

It’s not only colleges that are adding esports to their curriculum. More than 100 high schools in the U.S. have launched dedicated esports programs alongside their traditional soccer and football teams. 

And some colleges, like the University of California, Irvine, are giving top players scholarships to entice them to enroll, a privilege long reserved for premier athletes.

$1.1 billion market

The global esports market is expected to surge to $1.1 billion this year, up $230 million from 2018 on growth in sponsorships, merchandise and ticket sales, according to Newzoo. The research firm expects the global esports audience to grow in 2019 to about 454 million as fans tune in on livestreaming platforms such as Twitch and Microsoft’s Mixer.

Esports tournaments have become a cultural phenomenon and now rival traditional sports events in size and scale. Big competitions are held in arenas where thousands of fans watch big-name professional video gamers compete for lucrative prize pools.

Esports leagues have franchises in North America, Europe and Asia. The biggest names, such as Fortnite superstar Tyler “Ninja” Blevins, can earn millions in prize money and livestreaming deals. Esports are even set to be a medal event at the Southeast Asian Games in the Philippines in November.

Varsity-level competitions

Dozens of U.S. colleges have offered varsity level esports competitions for years. But some schools are taking it a step further by adding courses as the industry’s boom drives demand for professionals who know how to, for example, organize esports tournaments.

New niche degrees partly highlight the changing economy, but they also reflect the “need to communicate to parents and students that there will be a job waiting for someone once they earn a degree,” which may include hefty tuition fees and student loans to pay for them, said Joni Finney, director of the University of Pennsylvania’s Institute for Research on Higher Education.

She worried that some degrees are too specialized and that some schools are launching them to offset falling enrollment.

“It’s really up to the faculty of those institutions to step up and say, ‘You know, a degree in business will cover these kinds of jobs,’ rather than saying we have a degree in a certain job category,” Finney said.

More than games

Becker College formally launched its Bachelor of Science in esports management this month after an initial “soft release” last year.

“It’s no longer kids playing games in their basement,” said Alan Ritacco, dean of Becker College’s School of Design and Technology. The top esports players now earn almost as much as the highest paid stars in traditional sports like golf or tennis, he said.

The schools emphasize that their courses aren’t about just playing video games.

“People are unaware of the industry that goes behind esports,” said Matt Huxley, a lecturer at Staffordshire University’s Digital Institute London, a new outpost the university, near Birmingham, England, opened so students could be closer to game companies in the British capital.

Huxley, who teaches a class on organizing tournaments, said learning about esports was akin to studying sports management.

“If you were to go and study to be a director of football you’re not playing football, you’re learning the business behind how (player) transfers work, how you run a stadium and all those kind of operational things.”

A pro gamer lecturer

Chichester University hired former pro gamer Rams Singh, known as R2K, as a senior lecturer for its program, which includes playing games such as FIFA and League of Legends as part of the course.

Ohio State is poised to launch an esports and game studies undergraduate major that will include the application of games to health and medicine.

A business focus helps to ease worries among students and parents about paying tuition for degrees that have no track record. In Britain, standard tuition fees are set at 9,250 pounds ($11,430) a year while the U.S. programs charge as much as $36,000 a year.

“There’s always going to be risks but I have zero regrets,” said Ellis Celia, 26, who is also starting the Staffordshire course. The industry “can only go up at this point,” she said.

Source: https://www.cbsnews.com/news/college-esports-universities-launch-degrees-in-esports/

Enthusiast Gaming $EGLX.ca Congratulates Its #Esports Team, Vancouver Titans, for Record Breaking 2019 #Overwatch Season $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 7:11 AM on Monday, September 30th, 2019
  • Congratulates the Vancouver Titans, a professional esports team the Company has a non-controlling interest in, for a record breaking first season in the Overwatch League and for making it to the Overwatch Grand Finals in Philadelphia.
  • Throughout the season and coming into the Grand Finals, the Vancouver Titans were ranked #1 and finished with a season record of 25-3. 

TORONTO, Sept. 30, 2019 – Enthusiast Gaming Holdings Inc. (“Enthusiast Gaming“) (TSX-V: EGLX) (FSE: 2AV), congratulates the Vancouver Titans, a professional esports team the Company has a non-controlling interest in, for a record breaking first season in the Overwatch League and for making it to the Overwatch Grand Finals in Philadelphia. Throughout the season and coming into the Grand Finals, the Vancouver Titans were ranked #1 and finished with a season record of 25-3. 

Managed by Enthusiast Gaming’s esports division, Luminosity Gaming Inc. (“Luminosity Gaming”), the Vancouver Titans battled the San Francisco Shock in the final match of the Grand Finals tournament, at the sold out Wells Fargo Arena in Philadelphia. The total prize pool for the tournament was US$3.5 million.

On September 29, the Grand Finals were broadcast live across North America mainstream media channels, ABC, ESPN and TSN and were livestreamed on Twitch in 190 countries. Overall viewership is projected to be higher than the 10.8 million global audience that watched the 2018 finals.  The Overwatch League consists of 20 teams across six countries and three continents. Its projected that over 40 million people play Overwatch worldwide.

Luminosity Gaming is a leading esports organization with 7 championship teams across the world’s most popular game titles. Enthusiast Gaming acquired its interest in the Vancouver Titans from the team’s majority owner, the Aquilini Investment Group.  The Company recently announced that it will be joining the 2020 Call of Duty League, with the acquisition of a non-controlling interest in the Seattle based team. 

Steve Maida, President of Luminosity Gaming, Enthusiast Gaming’s esports division commented, “Congratulations to both teams for making it to the 2019 Grand Finals! I am sure the millions of fans around the world enjoyed watching teams of this calibre. As owners and managers of the Vancouver Titans, we are very proud of the team for an unbelievable first season and for the hard fought battle against the San Francisco Shock. We eagerly await next season from Rogers Arena.”

About Enthusiast Gaming 

Enthusiast Gaming is one of the largest vertically integrated video game and esports companies in the world. The Company’s digital platform includes +100 gaming related websites and 900 YouTube channels which collectively reach 150 million visitors monthly. Enthusiast’s esports division, Luminosity Gaming, a leading global esports organization consists of 7 professional esports teams under ownership and management, including the #1 ranked Overwatch team, the Vancouver Titans and over 50 gaming influencers with a total audience of 60 million followers. Collectively, the community reaches over 200 million gamers on a monthly basis. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.com) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com. For more information on Luminosity Gaming, please visit luminosity.gg

CONTACT INFORMATION 

Investor Relations:
Julia Becker
Head of Investor Relations & Marketing
Telephone: 604-785-0850
Email: [email protected]

Forward-Looking Information

Certain statements in this release are forward-looking statements.  Forward looking statements consist of statements that are not purely historical, including any statements regarding beliefs, plans, expectations or intentions regarding the future.  Such statements are subject to risks and uncertainties that may cause actual results, performance or developments to differ materially from those contained in the statements, including risks related to factors beyond the control of Enthusiast Gaming.  The risks include risks that are customary to transactions of this nature and customary to companies which have their stock traded on the TSXV. No assurance can be given that any of the events anticipated by the forward-looking statements will occur or, if they do occur, what benefits Enthusiast Gaming will obtain from them. 

This press release does not constitute an offer to sell or solicitation of an offer to buy any of the securities in the United States.  The securities have not been and will not be registered under the United States Securities Act of 1933, as amended (the “U.S. Securities Act”) or any state securities laws and may not be offered or sold within the United States or to a U.S. Person unless registered under the U.S. Securities Act and applicable state securities laws or an exemption from such registration is available.

Neither TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

VIDEO: #SuperBowl champ Richard Sherman becomes shareholder in #Enthusiast Gaming $EGLX.ca $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 10:19 AM on Friday, September 27th, 2019

Richard Sherman, cornerback for the San Francisco 49ers, joins BNN Bloomberg’s Andrew Bell for a look at why he decided to team up with Toronto-based Enthusiast Gaming in the e-sports space.

Enthusiast Gaming $EGLX.ca – #AI and the next big #Esports boom for pro players, amateurs, and entrepreneurs $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 2:50 PM on Thursday, September 26th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

AI and the next big esports boom for pro players, amateurs, and entrepreneurs

  • Esports is a billion-dollar competitive video gaming phenomenon, and a booming market
  • Professional players are drawing larger and larger team salaries, while monetizing their fans on personal channels.
  • Now, with the introduction of artificial intelligence (AI) paired with advances in mobile compute capabilities, the next big technology leap and industry disruption is underway.

VB Staff September 26, 2019    

Esports is a billion-dollar competitive video gaming phenomenon, and a booming market. Professional players are drawing larger and larger team salaries, while monetizing their fans on personal channels. Meanwhile, big brand sponsors are turning into team owners and traditional sports team franchises are launching their own esports teams. It’s no surprise that, today, online audience numbers for esports are growing at an incredibly fast rate — tech consulting firm Activate estimated that there were 270 million global fans of esports in 2016 and projected that number to grow to 495 million in 2020. Chinese tech giant Tencent, developer of the first mobile esports franchise, Honor of Kings, generated $66 million in media rights and $64 million in sponsorship deals in just the first half of 2019.

The proliferation into mainstream visibility, along with new revenue streams, is made possible by innovations in today’s mobile and gaming technology. For example, the esports industry in APAC owes its growth to the wide penetration of increasingly sophisticated mobile devices.

Now, with the introduction of artificial intelligence (AI) paired with advances in mobile compute capabilities, the next big technology leap and industry disruption is underway. AI-powered processors are bringing game-changing performance improvements and, along with it, new functionality. The chipsets are about to unlock new and diverse revenue opportunities across the board. And as the continuing global rollout of 5G brings faster connections and extremely low latency, we’ll see even greater engagement.

Unlocking the esports potential

Recognizing the impact that power-efficient on-device AI processing could unlock for the esports industry, Qualcomm Technologies recently launched “Project Imagination,” a collaboration with Vivo, Tencent Honor of Kings, and Tencent AI Lab. This collaboration explores how to bring more efficient and immersive experiences to the mobile gaming ecosystem from industry experts in the field of gaming, mobile, and AI.

Vivo iroko smartphones come armed with the powerful Qualcomm AI Engine that’s core to the Qualcomm Snapdragon Mobile Platform. Using these Vivo devices, professional players are now putting the multiplayer online battle arena (MOBA) game “Honor of Kings” through its paces. Researchers are getting an in-depth look at the ways top esport pros could initially help to train and continuously improve AI models.

Professional player advantages

To keep improving the skills that set pro gamers apart — response times, strategy, and muscle memory — esports teams need to practice at least eight to nine hours a day together. Pros then break off to practice individually, which usually entails trying to find players at their skill level or above. Game lobbies full of human opponents don’t usually turn up a real challenge, so it’s easy to hit a plateau once you’re at the top of your game.

That’s where an AI-trained opponent could come in, explains Dave Durnil, senior director of engineering and head of advanced content and gaming for Qualcomm Technologies. An AI-trained opponent lets individual professional players match themselves against skilled competition that challenges and pushes them to improve. In addition, teams can improve their league chances and boost their competitive advantage when they practice against AI models based on upcoming opponents.

“The gaming industry is very cutthroat,” Durnil says. “Being able to play against an AI agent that’s been trained by a variety of star players is going to enhance your skill set, improve your play, and take you to the next level. It could be a huge advantage for pro players.”

The advantages of consistently improved AI-trained opponents could swiftly make them the go-to method for practicing, especially as these matchups unfold. What happens when teams that have practiced for hundreds of hours against AI-trained models of their rivals finally go head-to-head in real time? Esports professionals will invest in practicing against AI models to stay ahead of their competition.

Giving amateurs access to esports stars

On the consumer side, the Venn diagram of an enthusiastic fan and a hopeful amateur is often a nearly perfect circle. Recreational players frequently harbor dreams of being the next up-and-comer. However, earning even just a toehold as a professional requires constant practice and a focus on leveling up out of the rank and file.

“This could turn into a really interesting subscription model where amateurs might pay a monthly fee to access a continuously updated AI-trained model of the best esports players in their league,” Durnil says.

A subscription model could also offer gamers access to AI players to plug into their home-grown squads when they’re missing a player, or to just provide a leg up that an AI opponent could give them when playing against friends.

The potential is only going to grow as we see esports leagues beginning to take root at the high school and college level. Just like with regular college sports, college-level esports will feed into the pro level, and sponsors will look to the lower levels to draft new players.

The demand for the best esports players in the world to train AI models will also grow, Durnil points out, opening a new revenue source for pro players and sponsors. Professionals could be contracted to train an AI model every day to ensure that professional subscribers looking for advanced skillsets and amateurs wanting to match up against their favorite players are getting an updated AI model every month.

Affordable real-time coaching

New or hopeful gamers spend a lot of time watching YouTube videos and tutorials, hoping to strike gold and uncover new keys to success. Also, both professionals and amateurs pay a lot of money to hire expensive professional coaches, sometimes by the hour.

“Coaching takes players to a whole new level,” says Durnil. “Once you’ve improved your skill set, honed your reaction time, and mastered the game, it all comes down to strategy.”

Coaches understand strategy – they know the ins and outs of the game and have a lock on the advanced tactics required to win. They also know how to analyze a player’s own individual strategy and tell them where they’re going wrong, and how to fix it. A number of professional esports teams employ coaches. The NBA’s esports league, in fact, hires real basketball coaches to coach their esports basketball team.

Today’s generation of processors with on-device AI processing will take this a step further, enabling real-time AI coaching — on screen as you play — for players of any skill. It can take complete beginners through the absolute basics, or analyze their play, environment, and opponent in real time to offer the kind of immediate feedback that makes a good player great.

Real-time in-game coaching powered by AI has huge potential, because it can be adapted to several business and price models across a wide array of abilities. It could be anything from a kid downloading an AI coach for Fortnite as an in-app purchase to an advanced AI-coach who can put the player through personalized drills based on their strengths and weaknesses to an AI-trained pro coach that can introduce advanced strategy techniques to the player during game play.

The tech that’s optimizing gaming experiences on the edge device

In Asian countries where the modern esports phenomenon first took root, the mobile gaming is already huge and growing. China alone is worth about 25% of the world’s mobile games market. Tencent and Activision just reported that the new mobile adaptation of Call of Duty, due out on October 1, has already surpassed 16 million pre-registrations in China. With advances in mobile device performance, manufactures of gaming smartphones powered by Snapdragon are now able to go all-in on making mobile the preferred gaming platform across the globe, and consumers are ready.

Powerful AI capabilities that were previously only available in the cloud are now running on premium smartphones to offer next-level gaming experiences that includes smarter, more efficient, more immersive AI-enabled play. On-device AI will accelerate gaming workloads, from accelerating ML agents within games to accelerating on-device inferencing for pro-trained AI models.

For instance, the newest generation of the Qualcomm AI Engine on the Snapdragon Mobile Platform features advanced CPU, GPU, and DSP cores. The powerful Qualcomm Hexagon DSP includes a newly designed AI accelerator, doubled vector processing, and four scalar threads, designed to provide a blend of dedicated and programmable AI acceleration.

What does that mean for mobile gamers and esports players? AI acceleration, like the Qualcomm AI Engine in the Snapdragon 855 Mobile Platform with a total capacity of more than 7 trillion operations per second (TOPs), offers gamers the advantage of an ultra-responsive experience. In addition, Qualcomm Snapdragon Elite Gaming can provide features, such as smoother jank-free game play with faster physically based graphics rendering and boosted CPU performance without draining power. The Snapdragon Elite Gaming also offers a more immersive visual experience with vibrant HDR10 graphics real-time surround sound.

These gaming advancements are especially good news for esports players who need smoother, faster, cooler gameplay, Durnil points out. When you’re playing esports, you’ll typically turn down the highest visual quality settings because you want to run as fast as possible while avoiding janks or stutter within a game when you’re trying to execute a slick move ahead of your opponent. That’s now a thing of the past. “We’ve built up a lot of new hardware technology and software solutions as part of the Snapdragon Elite Gaming platform to solve that problem for esports,” says Durnil.

Mobile gaming has proven to be one of the most important 5G use cases and esports is set to take full advantage. Faster speeds and ultra-low latency on the network, paired with key innovations in AI-powered hardware and software, point to a new era of major industry growth — and a transformation of gaming behavior on a global scale.

Qualcomm Snapdragon, Qualcomm Snapdragon Elite Gaming, Qualcomm Hexagon, and Qualcomm AI Engine are products of Qualcomm Technologies, Inc. and/or its subsidiaries.

Sponsored articles are content produced by a company that is either paying for the post or has a business relationship with VentureBeat, and they’re always clearly marked. Content produced by our editorial team is never influenced by advertisers or sponsors in any way.

Source: https://venturebeat.com/2019/09/26/ai-and-the-next-big-esports-boom-for-pro-players-amateurs-and-entrepreneurs/

Enthusiast Gaming $EGLX.ca – #Reuters and #Esportz Network team up on #Esports coverage $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 1:21 PM on Wednesday, September 25th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

Reuters and Esportz Network team up on esports coverage

  • Reuters today announced a new partnership with Esportz Network to offer the latest in-depth gamer-centric text, audio and video packages, reinforcing Reuters position as the leading source of esports content for media customers.

By Joel Ivory-Harte

Through Reuters Connect, Reuters News Agency customers will now have access to Esportz Network’s professional coverage aimed at helping the most dedicated esports fans and competitors gain in-depth analysis on every angle of professional gameplay, as well as regular in-studio audio and video updates and interviews covering esports game development, tournaments, scores, and industry drama.

Esportz Network content will also become a regular feature on Keeping Score, Reuters own sports business podcast.

“There has been an explosion of popularity for all things esports over the past year, and we’ve seen growing demand from our customers for dynamic and engaging coverage of the industry,” said Rob Schack, Vice President, Reuters Sports. “Reuters has been on the forefront of meeting this demand from our customers and their audiences, and partnering with Esportz Network allows us to expand our offering to include even more content for the most hardcore gamers and esports fans.”

Mark Thimmig, chairman and CEO for Esportz Network, stated, “We are thrilled to join forces with Reuters, the leading global news agency, who are as dedicated as we are to leading the way in the fastest-growing consumer-driven global sport, esports.”

The addition of Esportz Network content further strengthens Reuters esports coverage, which includes a dedicated wire service featuring unmatched global coverage of the competitive gaming industry, including breaking news, player acquisitions, sponsorship deals and coverage of the largest esports tournaments.   

Launched in 2017, Reuters Connect is designed to be a faster, more intelligent way for Reuters News Agency customers to source all the content they need via a single destination. Reuters Connect is built to make content discovery quicker and easier, improving clients’ editorial efficiency and enabling them to deliver more stories to their audiences faster than ever before.

For more information on Reuters Connect and its growing list of partners, visit: here

Media Contact:

[email protected]

Source: https://www.reuters.com/article/rpb-esportz-network/reuters-and-esportz-network-team-up-on-esports-coverage-idUSKBN1WA13O

Enthusiast Gaming $EGLX Verified as Largest Gaming Network in the U.S. by Comscore $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 7:58 AM on Wednesday, September 25th, 2019
  • Surpasses TWITCH.TV, IGN Entertainment, GameSpot as largest combined web and video entity in gaming information category
  • Delivers more combined unique visitors and views across desktop, mobile and video than other gaming information networks in the U.S.
  • Continues category-leading unique visitor growth of +107% and views growth of +148% year-to-date for its owned and operated property

TORONTO, Sept. 25, 2019 —  Enthusiast Gaming Holdings Inc. (TSXV: EGLX)(FSE: 2AV) (“Enthusiast Gaming” or the “Company”) is excited to announce that its digital media network of websites and YouTube channels* has officially become the largest online gaming information network in the United States, according to Comscore, a leading third party media measurement and analytics company. Enthusiast Gaming’s network of over 100 gaming websites, 900 YouTube channels and over 50 influencers and players, reaches more unique visitors and generates more views across desktop, mobile and video platforms than any other gaming information entity measured in the U.S. (*Comscore Custom Reporting, (E) Enthusiast Gaming Network + Omnia, Unique Visitors (MMX MP) + Mobile YouTube Unique Visitors (VMX MP), Gaming Information, August 2019, U.S.). 

Comscore is one of the most widely used measurement sources by advertisers in North America for making ad buying decisions. With the global gaming market set to surpass revenues of $150 billion in 2019, Enthusiast Gaming is well positioned to unlock new revenue opportunities and capitalize on the higher share of wallet moving to the gaming industry. 

Enthusiast Gaming’s combined desktop, mobile and video views of its digital media network of websites and YouTube channels** are now 10% greater than the next nearest entity in the gaming information category, which includes other leading sites and networks such as TWITCH.TV, IGN Entertainment and GameSpot. (**Comscore Custom Reporting, (E) Enthusiast Gaming Network + Omnia, Unique Visitors (MMX MP) + Mobile YouTube Unique Visitors (VMX MP), Gaming Information, August 2019, U.S.)

Our goal at Enthusiast Gaming is to create the world’s largest network of gaming communities. This validation from a trusted third party clearly demonstrates our strategy of focusing on providing an engaging experience for gamers, through our network of websites, leading esports teams and content creators is working,” commented President of Enthusiast Gaming, Menashe Kestenbaum. “The advertising industry is recognizing that brands can find their customers within our network and we are now able to build compelling, custom advertising programs for those brands. Enthusiast Gaming provides both the scale and a cost effective way for marketers to reach their audience.”

The Company’s rapid growth has accelerated in 2019, with unique visitors and views to its owned and operated property growing 107% and 148%, respectively, between January 2019 and August 2019. This continues to be the fastest growth rate among its peers in the gaming information category. The property includes flagship sites such as thesimsresource.com, destructoid.com, escapistmagazine.com, nintendoenthusiast.com and dailyesports.com (Comscore MMX MP, (P) Enthusiast Gaming, Gaming Information, August 2019 vs January 2019, U.S.)

Enthusiast Gaming continues to expand its network through organic growth and targeted acquisition strategies, which include a recent merger with Luminosity Gaming (“Luminosity”), and recent acquisitions of The Sims Resource, the largest female gaming community online; and Steel Media, the largest mobile gaming and events company in the world. Recent company statistics have shown that 63% of Enthusiast Gaming’s audience is influenced by online ads to make game purchase decisions. As the largest gaming network in the U.S. combined with the industry’s significant advertising conversion rate, Enthusiast Gaming is a leading gaming media company, and one of the most effective ways for brands to target the gaming demographic. 

About Enthusiast Gaming 

Enthusiast Gaming (TSX.V:EGLX)(FSE:2AV) is one of the largest vertically integrated video game and esports companies in the world. The Company’s digital platform includes over 100 gaming related websites and 900 YouTube channels which collectively reach 150 million visitors monthly. Enthusiast’s esports division, Luminosity Gaming, a leading global esports organization consists of 8 professional esports teams under ownership and management, including the #1 ranked Overwatch team, the Vancouver Titans and over 50 gaming influencers with a total audience of 60 million followers. Collectively, the community reaches over 200 million gaming enthusiasts on a monthly basis. Enthusiast also owns and operates Canada’s largest gaming expo, Enthusiast Gaming Live Expo, EGLX, (eglx.com) with approximately 55,000 people attending in 2018. For more information on the Company, visit www.enthusiastgaming.com. For more information on Luminosity Gaming, please visit luminosity.gg.

CONTACT INFORMATION
Investor Relations:
Julia Becker
Head of Investor Relations & Marketing
Telephone: 604-785-0850
Email: [email protected]

Forward-Looking Information

Certain statements in this release are forward-looking statements. Forward looking statements consist of statements that are not purely historical, including any statements regarding beliefs, plans, expectations or intentions regarding the future.  Such statements are subject to risks and uncertainties that may cause actual results, performance or developments to differ materially from those contained in the statements, including risks related to factors beyond the control of Enthusiast Gaming.  The risks include risks that are customary to transactions of this nature and customary to companies which have their stock traded on the TSXV. No assurance can be given that any of the events anticipated by the forward-looking statements will occur or, if they do occur, what benefits Enthusiast Gaming will obtain from them. For instance, there can be no assurance that the acquisition will close as anticipated, that the acquisition will position the Company as a leader in the mobile gaming sector and that the acquisition will result in growth of the Company’s online and offline gaming community.

This press release does not constitute an offer to sell or solicitation of an offer to buy any of the securities in the United States.  The securities have not been and will not be registered under the United States Securities Act of 1933, as amended (the “U.S. Securities Act”) or any state securities laws and may not be offered or sold within the United States or to a U.S. Person unless registered under the U.S. Securities Act and applicable state securities laws or an exemption from such registration is available.

Neither TSX Venture Exchange nor its Regulation Services Provider (as that term is defined in the policies of the TSX Venture Exchange) accepts responsibility for the adequacy or accuracy of this release.

Enthusiast Gaming $EGLX.ca – How #Esports Could Rival Traditional #Sports Like the #NFL $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 4:59 PM on Tuesday, September 24th, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

How eSports Could Rival Traditional Sports Like the NFL

Let’s talk eSports. 

Riot Games, the company behind League of Legends, announced on Monday, Sept. 23 that it was partnering with famed fashion house Louis Vuitton.

Louis Vuitton is designing the case for the Summoner’s Trophy–the award handed out to the winners of the World Championships. 

They will also design skins, which can be used in-game in League of Legends. 

So, what do partnerships like these mean for eSports? And does this prove that eSports have the ability to compete against other sports–such as football? 

Naz Aletaha, head of global e-sports partnerships at Riot Games, sat down with TheStreet to discuss whether or not eSports could one day rival traditional sports–such as the NFL. 

Source: https://www.thestreet.com/video/how-esports-could-rival-traditional-sports-like-the-nfl-15100449

Enthusiast Gaming $EGLX.ca – Louis Vuitton #LV enters the #Esports arena with League of Legends #LOL deal $EPY.ca $FDM.ca $WINR $TCEHF $ATVI $TNA.ca

Posted by AGORACOM-JC at 5:35 PM on Monday, September 23rd, 2019

SPONSOR: Enthusiast Gaming Holdings Inc. (TSX-V: EGLX) Uniting gaming communities with 85 owned and affiliated websites, currently reaching over 150 million monthly visitors. The company exceeded 2018 target with $11.0 million in revenue. Learn More

Louis Vuitton enters the eSports arena with League of Legends deal

  • Creative director of French fashion house Louis Vuitton is designing clothing for characters in the popular fantasy video game League of Legends, part of a new partnership between the LVMH unit and publisher Riot Games

By: Eben Novy-Williams, Bloomberg News

Luxury fashion designer Nicolas Ghesquiere’s next creation might be his least expensive.

The creative director of French fashion house Louis Vuitton is designing clothing for characters in the popular fantasy video game League of Legends, part of a new partnership between the LVMH unit and publisher Riot Games. The first of these outfits, called skins in gaming parlance, will be unveiled during the League of Legends World Championships, which end in Paris in November.

While a Ghesquiere dress might normally cost a few thousand dollars, skins typically sell for $9 to $25. It’s the first time that Riot Games has let a luxury brand place designs within its games.

The partnership, which also features a small collection of Ghesquiere-designed real-world clothing, comes as Riot Games has pushed the League of Legends brand into other parts of the entertainment world.

The approach, similar to one taken by Fortnite maker Epic Games Inc., is intended to broaden the audience beyond just gaming circles. League of Legends is part of a storyline on the HBO show “Ballers.” The company has worked with “The Simpsons” on an recent episode and recently partnered with Marvel to produce comic books around characters from the game.

As part of the Louis Vuitton partnership, the fashion house is also designing a carrying case for the League of Legends World Championship trophy, known as the Summoner’s Cup. The company already makes a travel case for the World Cup, the biggest sporting event on the soccer calendar.

The League of Legends World Championship finals last year drew drew 99.6 million unique viewers. The event is “where the world of sports and entertainment come together in celebration of new legends to be born,” Louis Vuitton Chairman Michael Burke said in a statement. “Louis Vuitton has long been associated with the world’s most coveted trophies, and here we are today, alongside the Summoner’s Cup.”

This isn’t Louis Vuitton’s first foray into digital clothing. In 2016, the company started using characters from the popular sci-fi game Final Fantasy as models. It also designed an outfit for Japanese hologram pop singer Hatsune Miku.

Source: https://www.bnnbloomberg.ca/esports-goes-luxury-with-in-game-outfits-by-louis-vuitton-1.1320389